A screenshot from Destiny 2, of a fireteam running down a scintillating triangle hallway towards a portal.

Laid off from Bungie

After 9 years–fully half of my adult life–I was let go from Bungie this morning, along with MANY other amazing folks.

Getting to work on a game like this, where I made and helped make experiences that are enjoyed by millions of people, was a huge privilege.

But I don’t want to leave this off with a simple “it was a privilege, thank you Bungie”.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Class Prompt: Engaging the senses

One of the ways to create a sense of place and make environments more memorable is to engage more of the player’s senses. As game creators we don’t always have a lot of avenues to do this! We can’t actually provide smells, for instance. If you’re working on a pen and paper game, as some of you are, you may not have direct access to ANY of the player’s senses, and need to instead evoke them with words.

So some useful angles to look at this from:

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

What is “World Design”?

The theme of this class is “World Design”, a subset of Game Design. The goal of this document is to explain what that means!

“World Design” is nebulously defined. Some companies have “World Designer” as a job title, but they don’t necessarily describe the same job. I’ve seen it used to describe traditional mission or level design work, designing vast non-linear spaces in open world games, and even the design of systems or UI related to the game world. So we will use a very broad definition in this class.

If Game Design is…

A flowchart showing steps of the character design process for Infinite Crisis

Design Docs: IC Character Case Studies

I recently posted a challenge to game designers to share more of their documentation, so academia had more examples to learn from. And then I posted an Outline of Game Documentation, with some high level descriptions of different types of game design documents. Time for me to share some!

Previously I shared a bunch of character specs from Infinite Crisis. These were finalized spec documents, representing the end point of a long iterative design process before production on the character began in earnest. This time let’s look at some of the documents that I wrote as part of that design process.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Design Docs: IC Tooltips

I recently posted a challenge to game designers to share more of their documentation, so academia had more examples to learn from. And then I posted an Outline of Game Documentation, with some high level descriptions of different types of game design documents. Time for me to share some!

From 2012-2014 I worked on a DC Comics MOBA called Infinite Crisis. I was one of the Champion Designers: our team was responsible for designing the character abilities and overall balance. I ended up as the tooltip guru: I cared a lot about their conventions and the way we used language and keywords. I have a small collection of documents related to this work!

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Design Docs: IC Character Specs

I recently posted a challenge to game designers to share more of their documentation, so academia had more examples to learn from. And then I posted an Outline of Game Documentation, with some high level descriptions of different types of game design documents. Time for me to share some!

From 2012-2014 I worked on a DC Comics MOBA called Infinite Crisis. I was one of the Champion Designers: our team was responsible for designing the character abilities and overall balance. Generally, a given character would be owned by a single designer from start to finish, and over months of design iteration (which I’ll cover in another post), we’d eventually reach a state where we were confident in the design we were going to make. At that point the designer would write their first draft of the complete “Character Spec” document.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Common Game Design Documents

In a recent twitter thread, I posted a general challenge to professional game designers to share more of their game design documentation. The goal: give academia more examples to learn from. I’d better put my money where my mouth is!

But first, I wanted to share some general thoughts about project documentation, and examples of common documentation archetypes.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Class Prompt: Enforcing Content Conventions

As game designers, you’re used to thinking about games as systems of rules. You may know rules as things that are enforced by game systems via constraints and affordances: a game is hard-coded to allow this action, but not that action. Voilà, a possibility space is defined!

But many rules are NOT enforced by code or systems, and are instead conventions, patterns, or best practices that the developers stick to when building content. Let’s look at some examples.

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Class Prompt: The Art of Closing

With the end of our semester fast approaching, let’s talk
about “closing” this week!

I use the term “closing” for a set of related things:

The final stage of a project or milestone, where you’re trying to take it over the finish line.

The skills that one uses during that final stage.

The mindset of wanting to close: not leaving loose ends, wrapping up work in a finished state and moving on.

Class Prompt: Diminishing Returns in Content

Let’s talk about a problem that plagues live service games.
If your game relies on releasing MORE content in pre-existing categories –
characters in League of Legends or Overwatch, exotics in Destiny, new cards in Magic: The Gathering – then there are
two fundamental design problems you need to solve:

– Diminishing Returns: How do you make content that is as exciting on the Nth update as it was on the first update? How can your 50th piece of content compete with all 49 previous pieces?

– Narrowing Design Space: How do you leave room for each new thing to feel unique and different over time?

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Class Prompt: Prioritization

This week let’s talk about an important skill: Prioritization.

In a large studio environment, the ability to prioritize –
triage – every task or problem that comes your way is crucial, especially if
you’re in a role where you may be randomized or need to react to sudden pivots,
changes, or requests.

Let’s do some quick vocabulary. These are all terms that we use at Bungie. I can’t promise that they use these same definitions everywhere, but they’ll help us talk about these concepts:

A background image used throughout the blog website. It is a map. It shows a castle on a bluff above a lake, with a small walled town around it. The lake has rivers flowing out on either side, and is surrounded by forests. The castle is rendered in high detrail and as you go to the edges of the image the map gets sketchier and sketchier

Class Prompt: The Technical Game Design Role

“Technical game designer” as a role in the industry is hard to pin down. I’ve known people with that title who solely build tools, and others who never touch code or tools and instead build content. Ask around, and every tech designer will give you a slightly different definition for the role. Here’s mine.

“Technical Game Design” is a subset of Game Design as a discipline. There are two features that set the role apart: